$lightmap: Difference between revisions
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It defines a [[lightmap]] to be used to light the [[MDL]] model's material, instead of the per-vertex lighting used by {{ent|prop_static}} or point-based vertex lighting used by other models. | It defines a [[lightmap]] to be used to light the [[MDL]] model's material, instead of the per-vertex lighting used by {{ent|prop_static}} or point-based vertex lighting used by other models. | ||
This parameter does not usually need to be added manually, as [[VRAD]] will generate model lightmaps automatically if {{mono|generatelightmaps}} is enabled for the [[prop_static]] and {{mono|-StaticPropLighting}} is enabled in [[VRAD]]. Nonetheless, it can still be added manually, such as for using a lightmap on a [[prop_dynamic]], or if a [[prop_static]] has multiple materials (as [[VRAD]] can only generate lightmaps for the first material and skin). | {{important|In {{src13mp}}{{tf2branch}}, {{mono|$lightmap}} is automatically overridden by the engine, regardless of if a [[PPL]] lightmap is present. | ||
{{tip|<ul><li> | $lightmap can still be used manually in other engine versions (requires custom shaders outside of {{gmod}}). }} | ||
This parameter does not usually need to be added manually, as [[VRAD]] will generate model lightmaps automatically if {{mono|generatelightmaps}} is enabled for the [[prop_static]] and {{mono|-StaticPropLighting}} is enabled in [[VRAD]]. Nonetheless, it can still be added manually {{not|{{src13mp}}{{tf2branch}}}}, such as for using a lightmap on a [[prop_dynamic]], or if a [[prop_static]] has multiple materials (as [[VRAD]] can only generate lightmaps for the first material and skin). | |||
{{tip|<ul><li>[[VRAD]] versions which support lightmapped props have a {{code|-dumppropmaps}} option, which will create external [[TGA]] versions of the generated static prop lightmaps which can be converted to [[VTF]] and manually defined as a {{mono|$lightmap}}. | |||
{{bug|hidetested=1|The resulting [[TGA]]s are written with the wrong color space; convert the resulting [[PPL]] files instead. This command can still be useful for indicating which model and at what location each prop is, which the PPL filenames lack. {{fixed|{{gmod}}}} }} | {{bug|hidetested=1|The resulting [[TGA]]s are written with the wrong color space; convert the resulting [[PPL]] files instead. This command can still be useful for indicating which model and at what location each prop is, which the PPL filenames lack. {{fixed|{{gmod}}}} }} | ||
{{tip|To pair static props in a map with their dumped lightmaps, use {{Cmd|r_staticpropinfo|2}} to show static prop IDs on screen.}} | {{tip|To pair static props in a map with their dumped lightmaps, use {{Cmd|r_staticpropinfo|2}} to show static prop IDs on screen.}} | ||
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{{warning|Model lightmaps generated with [[VRAD]] are compiled as RGB888 (24-bit SDR) [[PPL]] files which can result in noticeable color banding when brightly lit in HDR mode.<!-- | {{warning|Model lightmaps generated with [[VRAD]] are compiled as RGB888 (24-bit SDR) [[PPL]] files which can result in noticeable color banding when brightly lit in HDR mode.<!-- | ||
-->{{workaround|<ul><li>Define a pre-baked RGBA16161616f {{ent|$lightmap}} in the [[VMT]] of the [[VertexLitGeneric]] material. A custom-coded compiler would be required to this accurately (and could also create RGBA16161616f PPL files instead, | -->{{workaround|<ul><li>Define a pre-baked RGBA16161616f {{ent|$lightmap}} in the [[VMT]] of the [[VertexLitGeneric]] material. A custom-coded compiler would be required to this accurately (and could also create RGBA16161616f PPL files instead, although this may not work with vanilla shaders).<!-- Technically a lightmap could be baked in Blender, but that would be a pain to set up. --><!-- | ||
--><ul><li>{{gmod|4}}'s [[VRAD]] now bakes RGBA16161616f [[PPL]] files in addition to the traditional 24-bit SDR RGB888 PPL files.{{ref|1}} [[VRAD]] bakes and packs both PPLs in maps (during the {{code|-hdr}} and {{code|-ldr}} stages respectively) and will swap between them depending on the client's currently selected HDR mode. {{code|-dumppropmaps}} has also been updated to output [[PFM]] files in addition to the traditional [[TGA]]s, both being dumped to a new folder located at {{path|steamapps\common\[[gmod|GarrysMod]]\garrysmod\sp_lightmaps}}.</li></ul><!-- | --><ul><li>{{gmod|4}}'s [[VRAD]] now bakes RGBA16161616f [[PPL]] files in addition to the traditional 24-bit SDR RGB888 PPL files.{{ref|1}} [[VRAD]] bakes and packs both PPLs in maps (during the {{code|-hdr}} and {{code|-ldr}} stages respectively) and will swap between them depending on the client's currently selected HDR mode. {{code|-dumppropmaps}} has also been updated to output [[PFM]] files in addition to the traditional [[TGA]]s, both being dumped to a new folder located at {{path|steamapps\common\[[gmod|GarrysMod]]\garrysmod\sp_lightmaps}}.</li></ul><!-- | ||
--><li>Increase lightmap resolution (results may vary).<li>Move light source further away from the lit surface.</ul>}}<!-- | --><li>Increase lightmap resolution (results may vary).<li>Move light source further away from the lit surface.</ul>}}<!-- | ||
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== See also == | == See also == | ||
* {{cmd|$detailblendmode|8}} - Can be used on the [[UnlitGeneric]] shader to simulate lightmaps in all Source engine branches. | * {{cmd|$detailblendmode|8}} - Can be used on the [[UnlitGeneric]] shader to simulate lightmaps in all Source engine branches (will be darker; the lightmap VTF's gamma must be doubled linearly). | ||
* {{ent|Modulate}} - A shader that can be used to fake lightmaps or vertex coloring in all Source engine branches. It can bypass some of the limitations of {{code|$lightmap}}, but requires additional setup to look convincing. | * {{ent|Modulate}} - A shader that can be used to fake lightmaps or vertex coloring in all Source engine branches. It can bypass some of the limitations of {{code|$lightmap}}, but requires additional setup to look convincing. | ||
{{note|Simulated lightmaps using these methods will be darker in-game than native lightmaps; the lightmap VTF's gamma must be doubled. {{confirm|Doubled in Linear or sRGB space?}} }} | |||
{{references|1= | {{references|1= | ||
Latest revision as of 11:42, 21 November 2025
$lightmap is a material shader parameter for the VertexLitGeneric shader available in
Source 2013 Multiplayer,
Team Fortress 2 branch, and
Garry's Mod.
It defines a lightmap to be used to light the MDL model's material, instead of the per-vertex lighting used by prop_static or point-based vertex lighting used by other models.
This parameter does not usually need to be added manually, as VRAD will generate model lightmaps automatically if generatelightmaps is enabled for the prop_static and -StaticPropLighting is enabled in VRAD. Nonetheless, it can still be added manually (not in ![]()
), such as for using a lightmap on a prop_dynamic, or if a prop_static has multiple materials (as VRAD can only generate lightmaps for the first material and skin).
- VRAD versions which support lightmapped props have a
-dumppropmapsoption, which will create external TGA versions of the generated static prop lightmaps which can be converted to VTF and manually defined as a $lightmap.
Tip:To pair static props in a map with their dumped lightmaps, use r_staticpropinfo 2to show static prop IDs on screen. - For already-compiled maps, the lightmaps are stored as PPL files. These can be converted to VTF using Ficool2's proptexelvtf.exe (direct download).
- If
$lightmapis used to manually define lightmaps for a prop_static, disable vertex lighting for the prop (disablevertexlighting) to prevent VRAD from wasting time calculating lighting for the prop and generating a VHV file that will ultimately go unused and waste space.
VMT syntax
$lightmap <texture>
Limitations and caveats
VRAD cannot create lightmaps for UVs outside of the 0-1 UV space.
Additionally, shadows may appear on UV seams; this is more noticeable on lower-resolution lightmaps.
-dumppropmaps in VRAD).- Define a pre-baked RGBA16161616f $lightmap in the VMT of the VertexLitGeneric material. A custom-coded compiler would be required to this accurately (and could also create RGBA16161616f PPL files instead, although this may not work with vanilla shaders).
Garry's Mod's VRAD now bakes RGBA16161616f PPL files in addition to the traditional 24-bit SDR RGB888 PPL files.[1] VRAD bakes and packs both PPLs in maps (during the -hdrand-ldrstages respectively) and will swap between them depending on the client's currently selected HDR mode.-dumppropmapshas also been updated to output PFM files in addition to the traditional TGAs, both being dumped to a new folder located at
steamapps\common\GarrysMod\garrysmod\sp_lightmaps.
- Increase lightmap resolution (results may vary).
- Move light source further away from the lit surface.
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If $bumpmap, $normalmap, or $phong is defined, the engine will not send the lightmap data to the shader. This in-engine check also exists for $phong, however getting around the issue is more tricky. The default value of the integer parameter will be 0 even if not set in the vmt. Thus making $phong always be defined in a way. |
This can be sidestepped for non-phong materials by modifying VRAD to bake the normal map data directly into the lightmap via a %NormalMap texture, akin to q3map_normalImage. The lightmap will need to be as high resolution as the normal map, but this is made up for by the normal map never entering VRAM (in fact, it won't even need to be shipped with the map!). Since the normal data will be prebaked into the lightmap, however, the illusion may be lost if using an $envmap.
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See also
$detailblendmode 8- Can be used on the UnlitGeneric shader to simulate lightmaps in all Source engine branches (will be darker; the lightmap VTF's gamma must be doubled linearly).- Modulate - A shader that can be used to fake lightmaps or vertex coloring in all Source engine branches. It can bypass some of the limitations of
$lightmap, but requires additional setup to look convincing.
References
| References |
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